"I'm New" Questions!!!

TEC, Capital Ships, Expand, Research, Combat

Hi!

I am new, and I have some Questions.....

Like:  (Currently, I am playing as the TEC - and what are the Key Differences (pros and cons) when compared to the other 2... Please Sum them Up for me!  (I'm New)

Also, from reading a little bit in this Forum, I have discovered, that it is wise to get a "FREE" Captial Ship ASAP.  And my Question is which one.  Is it better to get an Akkan BattleCruiser with the Colinize Ability, so that I can quickily Expand Automatically after I defeat each force around each Terran, Astroid, Ice, or Volcanic World?  OR, Rather, is it better to build a Protev Colony Friagate and send it to Colonize it after I defeat it with a Stronger Ability or Capital Ship?  There are 5 to Choose from, I have seen the Stats and the Abilities, how do I determine which one is best early on..... what does it depend on?  And, how many Light Attack Ships should I build to go along with my "Big Ship?"

Also, I assume (guess), My First set of technologies would be in Civilian, so that I can Expand on Volcanic and Ice Planets.  Is this a correct guess?  Engineering.  Level 2 Civics.

After that, when I have 3-4 Planets, I Research Orbital Commerce and then build the Trade Ports Immediately, when I can.  The First Category of the 3, in Level 2 Civics.  I attempt to have this done before the first Pirate Raid, on against a  1vs1 Easy Random Single Player..... However, I am always a little late, it seems (after the first Auto Save, the Bar is FULL) and The 2nd bar is somewhere on a scale of things for the next Pirate Raid...... Is this too fast or too slow of an Expansion Rate, which I am attempting to do (accomplish) as a Goal?

Any Combat Suggestions?  Like Reseach something Military, and Build so many of what kind of ships before I can defeat them?

Any other Good Question, which I should have are?

Thanks.......!  (in advance)

8,476 views 9 replies
Reply #1 Top

You seem to be doing good.  Akkans is fine for vs AI matches. Maybe turn off pirates (Set them to inactive in game options) until you get better hand of it?  Getting orbital commerce is good. As far as military, you can't really depend on just 1 kind of ships.  I suggest you get LRMs, and back them up with flak or carriers, and hoshiko.  Eventually get ome kodiaks.

Reply #2 Top

I suggest get Marza as first ship.  Get a colony frigate to colonize.  Put first point in incendiary shells and 2nd and 3rd into radiation bombs.  You should be able to kill militias fast.  I usually get civilian lab first until I get trades going.

Reply #3 Top

I find get the Kol battleship first paired with a frig colonizer is faster than an Akkan, it has better dps spread. Also try to up the ante against the AI with the pirates first time. They usually never notice the first time, I have only had them get me back once, and this buys you time. Also dont be afraid to use the pirates as experience for your caps later on (just up the ante agianst AI in the pirate screen until threat level say severe two caps can always handle it).

As for diffs

 the TEC have a better eco overall, better armour, better repair ships(hoshiko), and faster ship building. 
 the Advent have better culture effects, better shields, better weapons, mean caps.
 the Vasari have better resource collection, better cap abilites, better frigates and cruisers.

Reply #4 Top

Quoting unkn0wnx, reply 2
I suggest get Marza as first ship.  Get a colony frigate to colonize.  Put first point in incendiary shells and 2nd and 3rd into radiation bombs.  You should be able to kill militias fast.  I usually get civilian lab first until I get trades going.
End of unkn0wnx's quote

I agree, the mazra can easily pound militia pretty fast, but when I do bring in the mazra, I usually use a fleet to pound them even when colonizing the first planet, cause you don't know what planet you might find

Reply #5 Top

i choose the marza too. But choose anotherone if u want play fair. The marza with his lvl6 ability is just too overpowered for the ai, because teh ai dont stops this ability. with to marzas at lvl 6 j can easily kill complete fleets in seconds. (Please fix this Ironclad).

 

Just try not to take every planet. Iceplanets and volcanic are very expansie at the startup. U need the research AND u must buildup the planet min. to lvl 2, otherise your new colony costs you to much credits. Asteroids are a much better choice in the beginning.

Reply #6 Top

here's a great tip that will greatly increase your performance when trying to expand rapidly using a Colonizer capital ship (like the Akkan).

 

the militia's around the planets completely ignore buildings under construction if there's an armed ship also in the grav well. you should exploit this to your advantage by colonizing the planet with your Akkan before you've finished fighting the militia and then building Gauss Turrets and/or Repair Platforms while you're still fighting. you'll be able to take out much bigger militia fleets than normally this way and can quickly take heavily guarded high value planets like Terran and Desert worlds. 

 

you do need to be aware of one thing though. the siege frigates in the militia will turn around and start bombing the colony immediately so you need to take them out first. fortunately they are very weak to fighter squadrons and cobalts. you should tell your fighter squadron (the Akkan comes with 1, build fighters not bombers, please) and your Cobalts (you should bring 4 or 5 of them along) to go and kill the siege frigates immediately when you jump into the grav well. once the sieges are dead go and Colonize. then start building tactical structures to help fight off the remaining militia and secure the planet in the long term. 

 

also, be aware of the underdevelopment costs while doing this. you'll need to be able to buy 2 infrastructure upgrades on the planet (takes about 1000 credits, about 300 metal, and 150 crystal) immediately after colonizing it and then still have some money left over to build your tactical structures. save up some funds before going for a rapid colonization. 

 

 

Reply #7 Top

regarding pirates:

 

first of all, they get annoying and i turn them off in most of my games, but feel free to leave them on if you like it. just be aware that playing with pirates enabled will in general slow down the pace of the game for all players. makes you play alot more defensively.

 

second, try to be aware of the route pirates are likely to take from their base to your homeworld. it can be hard to predict in systems with more than 1 pirate base because its easy to forget which base is about to send a fleet. but for 1 base systems its easy to predict. pirates usually just go for the colony closest to their base. 

 

you can exploit the behavior of the pirate AI pretty easily to dampen the impact they have on you, or at least to buy alot of time. here are some things to take into account

 

1)  they always bring siege frigates but pirate siege frigates are even more fragile than the regular TEC kind. a few fighter squadrons at a Hangar Defense (2 squadrons works, 4 is best) will clean them out easily. if its an asteroid you don't even need squadrons, just position 3 turrets surrounding the asteroid so their field of fire covers all angles. 

 

2)  pirates are obsessed with trade ships and will go after them to the exclusion of planetary structures. building a trade port at the world the pirates are most likely to attack will fill the grav well up with trade ships that will distract the pirates for a long time. losing a few trade ships hurts alot less than losing orbital structures. 

 

3)  a repair platform and a handful of LRMs (like 8 of em) parked next to it can actually fight off most of the pirate raids in the early and even through the midgame. pirate ships are alot weaker than their TEC counterparts, mostly because they have no shields and slightly lower weapon damage. 

Reply #8 Top

regarding military research priorities:

 

you've got the right idea that 2 civic labs right away is important. its also very important to build 3 military labs relatively quickly. don't wait too long on this. 

 

the highest priority research to do is Repair Platform. its the single most important tactical structure in the game. a planet with a frigate factory and a repair platform in it is very difficult for an enemy to take with anything short of overwhelming force, as long as you've got even a little bit of income set aside to build frigates there to defend.

 

second highest priority after that is the Javelis LRM. this is the best damage-dealing frigate you'll have access to for most of the game. it will eventually be phased out as your fleet moves to be centered around either Percherons or Kodiaks, but for the entire early game Javelis is your best ship. 

 

third highest priority is Hangar Defense. fighter squadrons at hangar defense are extremely effective at fighting off siege frigates and enemy long range frigates. if you've got 2 hangars (4 squadrons) at a planet its more or less immune to harrassment attacks and you won't even need to leave frigates their to defend it. 

 

the final thing you'll research, and this will mark your movement out of the early game into the midgame, are Hoshiko Robotics Cruisers and Percheron Carriers. Percherons are the counter to Long Range frigates (well, fighter squadrons are anyway) so the player who brings Carriers first will defeat a player still using a fleet based primarily around Long Range. Hoshikos are just an extremely useful defensive support ship. they're cheap and effective. bringing 4 or 5 of em along will greatly enhance the survivability of your fleet. 

 

don't even worry about adding Garda Flak frigates in the early game. they're very important later on when your opponent has Carriers of his own, but you'll backtrack a bit and research that once you've reached the midgame and they become relevant. 

 

once you've succesfully added about 3 or 4 Percheron and 4 or 5 Hoshikos to your existing fleet of cap ships (you should have 1 or 2), Cobalts, and Javelis you'll have entered the midgame and can start looking to pick a fight with your opponent. 

 

 

Reply #9 Top

I think for your first cap you could pick just about anything but maybe Dunov and get away with it.  Akkan is indeed a great colonizer, though I do just as well with a Kol to kill stuff and Protev to come along and colonize (also of note, Protev can capture extractors at roid belts, Akkan can't).  It's kind of up to you what support you want for your capitals, but if you're not using Kol's flak ability you might want some flak frigs for dealing with fighters.  Generally speaking TEC has a defensive focus, with better armor and more in the way of income-generating abilities.  Vasari favor skirmish warfare, and Advent are fairly balanced but more toward capital-ship warfare.

Also, it may seem counterintuitive but you might find it a bit easier to do an FFA with 2 or 3 easy AIs for your first few games rather than 1v1.  They'll generally play with each other instead of coming after you all the time, including bidding for pirate invasions.